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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00

- fixed crash in hero window (#963)

- added unused for now image scaling algorithm
This commit is contained in:
Ivan Savenko 2012-05-19 21:38:01 +00:00
parent 6419f953cb
commit a13a62537b
6 changed files with 105 additions and 5 deletions

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@ -1172,8 +1172,9 @@ void VCAI::buildStructure(const CGTownInstance * t)
{
using namespace EBuilding;
//TODO make *real* town development system
//TODO: faction-specific development
//TODO: faction-specific development: use special buildings, build dwellings in better order, etc
//TODO: build resource silo, defences when needed
//Possible - allow "locking" on specific building (build prerequisites and then building itself)
//Set of buildings for different goals. Does not include any prerequisites.
const int essential[] = {TAVERN, TOWN_HALL};
@ -1190,8 +1191,8 @@ void VCAI::buildStructure(const CGTownInstance * t)
if (tryBuildAnyStructure(t, std::vector<int>(essential, essential + ARRAY_COUNT(essential))))
return;
//we're running out of gold - try to build something gold-producing. Minimal amount can be tweaked
if (currentRes[Res::GOLD] + income[Res::GOLD] < 5000)
//we're running out of gold - try to build something gold-producing. Multiplier can be tweaked
if (currentRes[Res::GOLD] < income[Res::GOLD] * 4)
if (tryBuildNextStructure(t, std::vector<int>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
return;
@ -1221,7 +1222,7 @@ void VCAI::buildStructure(const CGTownInstance * t)
return;
if (tryBuildNextStructure(t, std::vector<int>(spells, spells + ARRAY_COUNT(spells))))
return;
if (tryBuildNextStructure(t, std::vector<int>(extra, extra + ARRAY_COUNT(extra))))
if (tryBuildAnyStructure(t, std::vector<int>(extra, extra + ARRAY_COUNT(extra))))
return;
}

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@ -210,9 +210,15 @@ void CHeroWindow::update(const CGHeroInstance * hero, bool redrawNeeded /*= fals
}
int serial = LOCPLINT->cb->getHeroSerial(curHero, false);
if (listSelection && active)
listSelection->deactivate();
delChildNUll(listSelection);
if (serial >= 0)
{
listSelection = new CPicture("HPSYYY", 612, 33 + serial * 54);
if (active)
listSelection->activate();
}
}
//primary skills support

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@ -218,6 +218,21 @@ CMenuScreen::CMenuScreen(const JsonNode& configNode):
if (!images.empty())
pos = images[0]->center();
//Work in progress, move along
/*
clock_t startTime = clock();
if (!images.empty())
{
SDL_Surface * scaled = images[0]->bg;
scaled = CSDL_Ext::scaleSurface(scaled, screen->w, screen->h);
SDL_FreeSurface(images[0]->bg);
images[0]->bg = scaled;
images[0]->pos.w = scaled->w;
images[0]->pos.h = scaled->h;
}
clock_t finishTime = clock();
tlog1<< "Image scaled in " << finishTime - startTime <<"\n";
*/
//Hardcoded entry
menuNameToEntry.push_back("credits");

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@ -6207,8 +6207,12 @@ void MoraleLuckBox::set(const IBonusBearer *node)
imageName = morale ? "IMRL30": "ILCK30";
else
imageName = morale ? "IMRL42" : "ILCK42";
if (image && active)
image->deactivate();
delChildNUll(image);
image = new CAnimImage(imageName, bonusValue + 3);
if (active)
image->activate();
image->moveBy(Point(pos.w/2 - image->pos.w/2, pos.h/2 - image->pos.h/2));//center icon
}

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@ -1095,7 +1095,7 @@ void CSDL_Ext::applyEffectBpp( SDL_Surface * surf, const SDL_Rect * rect, int mo
}
break;
default:
throw std::runtime_error("Unsuppoerted efftct!");
throw std::runtime_error("Unsupported effect!");
}
}
@ -1109,6 +1109,78 @@ void CSDL_Ext::applyEffect( SDL_Surface * surf, const SDL_Rect * rect, int mode
}
}
template<int bpp>
void scaleSurfaceInternal(SDL_Surface *surf, SDL_Surface *ret)
{
const float factorX = float(surf->w - 1) / float(ret->w),
factorY = float(surf->h - 1) / float(ret->h);
for(int y = 0; y < ret->h; y++)
{
for(int x = 0; x < ret->w; x++)
{
//coordinates we want to interpolate
float origX = x * factorX,
origY = y * factorY;
float x1 = floor(origX), x2 = floor(origX+1),
y1 = floor(origY), y2 = floor(origY+1);
assert( x1 >= 0 && y1 >= 0 && x2 < surf->w && y2 < surf->h);//All pixels are in range
// Calculate weights of each source pixel
float w11 = ((origX - x1) * (origY - y1));
float w12 = ((origX - x1) * (y2 - origY));
float w21 = ((x2 - origX) * (origY - y1));
float w22 = ((x2 - origX) * (y2 - origY));
assert( w11 + w12 + w21 + w22 > 0.99 && w11 + w12 + w21 + w22 < 1.01);//total weight is ~1.0
// Get pointers to source pixels
Uint8 *p11 = (Uint8*)surf->pixels + int(y1) * surf->pitch + int(x1) * bpp;
Uint8 *p12 = p11 + bpp;
Uint8 *p21 = p11 + surf->pitch;
Uint8 *p22 = p21 + bpp;
// Calculate resulting channels
#define PX(X, PTR) Channels::px<bpp>::X.get(PTR)
int resR = PX(r, p11) * w11 + PX(r, p12) * w12 + PX(r, p21) * w21 + PX(r, p22) * w22;
int resG = PX(g, p11) * w11 + PX(g, p12) * w12 + PX(g, p21) * w21 + PX(g, p22) * w22;
int resB = PX(b, p11) * w11 + PX(b, p12) * w12 + PX(b, p21) * w21 + PX(b, p22) * w22;
int resA = PX(a, p11) * w11 + PX(a, p12) * w12 + PX(a, p21) * w21 + PX(a, p22) * w22;
assert(resR < 256 && resG < 256 && resB < 256 && resA < 256);
#undef PX
Uint8 *dest = (Uint8*)ret->pixels + y * ret->pitch + x * bpp;
Channels::px<bpp>::r.set(dest, resR);
Channels::px<bpp>::g.set(dest, resG);
Channels::px<bpp>::b.set(dest, resB);
Channels::px<bpp>::a.set(dest, resA);
}
}
}
/// scaling via bilinear interpolation algorithm.
/// NOTE: best results are for scaling in range 50%...200%
SDL_Surface * CSDL_Ext::scaleSurface(SDL_Surface *surf, int width, int height)
{
if (!surf || !width || !height)
return nullptr;
if (surf->format->palette)
{
//it is possible implement but only to power of 2 sizes. May be needed for view world spells
tlog0 << "scale surface error: Can't scale indexed surface!\n";
return nullptr;
}
SDL_Surface *ret = newSurface(width, height, surf);
switch(surf->format->BytesPerPixel)
{
case 2: scaleSurfaceInternal<2>(surf, ret); break;
case 3: scaleSurfaceInternal<3>(surf, ret); break;
case 4: scaleSurfaceInternal<4>(surf, ret); break;
}
return ret;
}
void CSDL_Ext::blitSurface( SDL_Surface * src, SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect )
{
if (dst != screen)

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@ -174,6 +174,8 @@ namespace CSDL_Ext
SDL_Surface * createSurfaceWithBpp(int width, int height); //create surface with give bits per pixels value
void VflipSurf(SDL_Surface * surf); //fluipis given surface by vertical axis
SDL_Surface * scaleSurface(SDL_Surface *surf, int width, int height);
template<int bpp>
void applyEffectBpp( SDL_Surface * surf, const SDL_Rect * rect, int mode );
void applyEffect(SDL_Surface * surf, const SDL_Rect * rect, int mode); //mode: 0 - sepia, 1 - grayscale